Blended Parallax Occlusion Mapping Material

M_POM

M_POM is a master Parallax Occlusion Mapping [POM] material with the ability to blend multiple POM material attributes using an alpha mask. It is intended as a background environment material and gives depth to low-poly assets.

POM lava crust material no mat blending

POM lava crust material with mat blending

Index

  • [Mat 1] - For the base material can be used alone as a basic POM material

  • [Mat 2] - The blended material

  • [POM] - The global POM settings

  • [Flow] - The [Mat 02] material flow settings for if the blended material is fluid or requires movement

Texture Maps

[UV 0]

  • Diffuse: RGB - BaseColour

  • ARM: A - AO, R: Roughness, M: Metallic, A: Emissive Mask

  • N: Normal

  • H: Height

Optional Maps

  • Flow Normal: Panning normal, takes place of the base normal texture map

  • Material Mask: Mask for material blending

[Mat 1] Switches

1. UV Controls

2. Material Adjustments

  • Normal, Metallic, and Roughness Intensity

  • Tile U&V Coordinates

  • Offset U&V Coordinates

  • Rotation Centre

    • Based off of a 3 vector RGB

    • Default R: 0.5 G: 0.5 B: 0 is centre of UV

  • UV Rotation Angle

    • Enter 0-1 value for rotation. A value of 1 equals a 360 degree turn.

  • Texture Panning

    • Enabling this option will give you access to Panning Speed X&Y

3. Emissive Material

  • Enabling Emissive Material will give you an emissive that is driven by the emissive mask and diffuse map

  • Emissive Intensity will show under [Mat 1] Adjustments

4. Fresnel

5. Blend Second Material

  • Blend Second Material will enable [Mat 2] Switches and add a material mask option to the [Mat 2] Texture Maps

[Mat 2] Switches

  • Fresnel Hardness controls the fresnel exponent

  • Fresnel Intensity controls the fresnel base reflection fraction

  • Fresnel Colour is BaseColour will take a multiplied version of the basecolour comp in place of a colour overlay

    • When enabled the option for Fresnel BaseColour Multiplier will show in place of Fresnel Colour

  • Fresnel Uses Normal will disable PixelNormalWS and enable the texture map normal to drive the fresnel

  • All switches are the same as above with the addition of the Normal is Fluid switch

  • They are all organized into [Mat 1] and [Mat 2] parameter groups to be able to adjust each material individually

1. Normal is Fluid

  • This switch is used to add panning flow normals to the material to create a flowing material effect

  • Flow Normal Intensity controls the intensity of the normal map

  • Flow Normal Direction controls the directionality of the panner

  • Flow Normal Speed controls the speed of the panner

  • Normal Distorts Textures will take the R&G channel of the normal to distort the other texture maps with the movement of the normal

    • When enabled Texture Distortion Intensity will show

  • Non-Directional Flow Panning will blend an additional normal panning in the opposite direction of the first

[POM] Controls

  • Height Ratio is how deep the parallax is in relation to it's width. Typically between 0.05 and 0.1.

  • POM Reference Plane is the point at which the parallax will be applied. When 1 or higher, all parallax will be downwards. When 0 or lower, all parallax will be upwards.

  • Pixel Depth Offset is used to give accurate intersection with other meshes as well as shadows cast by other meshes. Will cause a problem with Dynamic Shadows since the original depths will shadow the new offset depths.

    • Pixel Depth Intensity will adjust how aggressive the PDO is

  • Adjust POM Steps

    • Min Steps is how many steps will be used when looking downward at the material. Typically fewer steps are required when looking down since there is less resulting offset.

    • Max Steps is how many steps will be performed at glancing angles where more steps are typically necessary.

    • Please be aware: adjusting these parameters can greatly increase the impact on performance. Try to keep the min steps below 16 and the max steps below 64

Material Graph

Previous
Previous

M_SSS

Next
Next

MF_UVControls